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Multibounce Ray Marching in Sparse Voxel Octree

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Multibounce Ray Tracing in Sparse Voxel Octree implemented in Unity using HLSL.
I also implemented Temporal Anti-Aliasing to smooth the edges and Temporal Blend to reduce noise.
I also made it so that the surface roughness can be changed during runtime, as you will see in the video.
I also implemented Temporal Anti-Aliasing to smooth the edges and Temporal Blend to reduce noise.
I also made it so that the surface roughness can be changed during runtime, as you will see in the video.